// title: Noise
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float random(vec2 st){
return fract(sin(dot(st.xy,u_mouse+vec2(999.,999.)))*40000.);
}
void main(){
vec2 st=gl_FragCoord.xy/u_resolution;
float rnd=random(st);
gl_FragColor=vec4(vec3(rnd),1.);
}